Baldur's Gate II: Shadows of Amn
Baldur's Gate II: Shadows of Amn

Class & Kit Overview

An overview of all classes and kits in Baldur's Gate II, highlighting their strengths, weaknesses, and unique abilities.

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Class & Kit Overview

Welcome, aspiring adventurer, to the intricate world of character creation in Baldur's Gate II: Shadows of Amn. Your choice of class and kit is arguably the most crucial decision you'll make, shaping your entire playthrough, from combat strategies to role-playing opportunities. Unlike many RPGs, BG2's kits aren't mere cosmetic variations; they fundamentally alter how a class plays, offering unique abilities, restrictions, and thematic depth. This comprehensive overview will guide you through the core classes and their specialized kits, helping you forge the perfect hero (or villain) for your journey through Amn.

Class & Kit Overview - Baldur's Gate II: Shadows of Amn screenshot
The character creation screen is where your epic journey truly begins. Choose wisely!

Understanding Classes and Kits

At its core, Baldur's Gate II features six primary classes, each with distinct proficiencies and roles. Most of these classes can further specialize into "kits," which are sub-classes that grant powerful unique abilities in exchange for specific restrictions. Think of kits as advanced specializations that refine your character's focus. Some classes, like the Monk or Sorcerer, are already highly specialized and do not have kits.

When selecting a class and kit, consider the following:

  • Party Synergy: How will your character complement the companions you intend to recruit (e.g., Minsc, Jaheira, Imoen, Korgan)? A balanced party often includes a front-line fighter, a divine caster, an arcane caster, and a rogue.
  • Playstyle Preference: Do you enjoy direct combat, strategic spellcasting, stealth and traps, or supporting your allies?
  • Restrictions vs. Benefits: Are the unique abilities of a kit worth its associated drawbacks? For instance, a Kensai's immense damage output comes at the cost of not being able to wear armor.
  • Multi-classing/Dual-classing: For Human characters, dual-classing offers unparalleled flexibility, allowing you to master two classes sequentially. Non-humans can multi-class, advancing in multiple classes simultaneously. This guide focuses on single-class and kit choices, but remember these advanced options for even deeper customization.

Core Classes & Their Kits

Fighter

The undisputed masters of melee combat, Fighters excel at dealing and absorbing damage. They gain weapon proficiency points rapidly and can wear any armor. Their strength lies in their raw combat prowess and ability to use the best weapons in the game.

  • Berserker:
    • Unique Abilities: Can enter a Berserker Rage (immunity to Charm, Hold, Fear, Maze, Level Drain, +2 AC, +2 to hit/damage, +15 HP for 60 seconds).
    • Restrictions: None significant.
    • Strategy: Excellent for tanking and burst damage. The Rage ability makes them incredibly resilient against crowd control. A top-tier choice for a front-line character.
  • Kensai:
    • Unique Abilities: Gains bonuses to AC and damage rolls every 3 levels. Can use "Kai" ability (all attacks for 10 seconds deal maximum damage).
    • Restrictions: Cannot wear armor (only robes), cannot use ranged weapons.
    • Strategy: The ultimate damage dealer. Best dual-classed into a Mage or Thief later for incredible synergy (e.g., Kensai/Mage for defensive spells and offensive power). Requires careful positioning and magical defenses due to lack of armor.
  • Slayer: (Note: This is a special transformation ability for the protagonist, not a starting kit.)
  • Weapon Master: (Note: This is a Fighter variant from the Throne of Bhaal expansion, not base Shadows of Amn.)

Ranger

Rangers blend martial prowess with a touch of divine magic, specializing in wilderness survival and tracking. They gain some druidic spells and can wield two weapons effectively without penalty at higher levels.

  • Archer:
    • Unique Abilities: Grandmastery in bows and crossbows, +1 to hit/damage with missile weapons every 3 levels. Can use "Called Shot" (penalizes target's saving throws/AC).
    • Restrictions: Cannot wear metal armor (only leather/studded leather), cannot use melee weapons.
    • Strategy: Unparalleled ranged damage. Essential for players who prefer to stay out of the fray and pick off enemies from a distance. Pair with a strong front-line.
  • Beast Master:
    • Unique Abilities: Can summon animal companions (familiar-like, but stronger). Gains bonus animal friendship spells.
    • Restrictions: Cannot use metal weapons.
    • Strategy: Focuses on summoning and utility. Less direct combat power than other Rangers, but can overwhelm enemies with summoned allies.
  • Stalker:
    • Unique Abilities: Can cast some arcane spells (like a Thief's Use Any Item, but for spells), gains backstab multiplier.
    • Restrictions: Cannot wear metal armor.
    • Strategy: A stealthy, versatile fighter capable of backstabbing and some utility spells. A good choice for players who want a blend of rogue and fighter capabilities without dual-classing.

Paladin

Holy warriors dedicated to justice and good, Paladins are Fighters with divine powers. They gain access to cleric spells, lay on hands, and special immunities, but must maintain strict alignment (Lawful Good).

  • Cavalier:
    • Unique Abilities: Immune to Fear and Morale Failure. +3 to hit/damage vs. Demons and Dragons. Can use "Remove Fear" and "Cure Disease."
    • Restrictions: Cannot use missile weapons.
    • Strategy: A superb tank and anti-dragon/demon specialist. Excellent for leading the charge and protecting the party.
  • Inquisitor:
    • Unique Abilities: Immune to Hold and Charm. Can use "True Sight" (dispels illusions) and "Dispel Magic" at twice their level.
    • Restrictions: Cannot use Lay on Hands or cast cleric spells.
    • Strategy: The ultimate anti-mage and anti-illusionist. Their Dispel Magic is incredibly powerful against enemy spellcasters. Less healing/support than other Paladins.
  • Undead Hunter:
    • Unique Abilities: Immune to Level Drain and Hold. +3 to hit/damage vs. Undead.
    • Restrictions: Cannot use Lay on Hands.
    • Strategy: Specializes in combating the numerous undead threats in the game. A solid, reliable front-liner with excellent immunities.

Mage

Masters of arcane magic, Mages wield devastating offensive spells, powerful defensive wards, and versatile utility spells. They are fragile in melee but can turn the tide of any battle with proper spell selection and tactical use.

  • Specialist Mages (e.g., Abjurer, Conjurer, Enchanter, etc.):
    • Unique Abilities: Gain one bonus spell per spell level per day in their chosen school of magic. +2 bonus to saving throws against spells from their chosen school.
    • Restrictions: Cannot cast spells from an opposing school of magic (e.g., an Invoker cannot cast Conjuration spells).
    • Strategy: Specialization allows for more powerful and frequent use of preferred spells. Choose a school that aligns with your desired playstyle (e.g., Invoker for offensive spells, Conjurer for summoning).
  • Wild Mage:
    • Unique Abilities: Can cast "Nahal's Reckless Dweomer" (casts a random spell from their spellbook, regardless of memorization, with a wild surge chance). Can use "Chaos Shield" (reduces wild surge chance).
    • Restrictions: All spells have a chance of a "wild surge," leading to unpredictable and often chaotic effects (both positive and negative).
    • Strategy: For players who enjoy high risk/high reward. Can be incredibly powerful or disastrously funny. Requires a good understanding of the wild surge table and a sense of humor.

Cleric

Divine spellcasters, Clerics are the primary healers and support characters, but can also be formidable in combat. They gain access to powerful healing, protective, and offensive divine spells, and can turn undead.

  • Priest of Helm:
    • Unique Abilities: Can cast "Seeking Sword" (summons a powerful magical sword) and "True Sight."
    • Restrictions: Cannot turn undead.
    • Strategy: A combat-oriented cleric with excellent offensive and anti-illusion capabilities. Good for players who want a more active role in combat for their divine caster.
  • Priest of Lathander:
    • Unique Abilities: Can cast "Hold Undead" and "Sunray" (powerful area-of-effect damage vs. undead).
    • Restrictions: Cannot turn undead.
    • Strategy: Specializes in combating undead, making them invaluable in many areas of the game. Their Sunray is particularly potent.
  • Priest of Talos:
    • Unique Abilities: Can cast "Lightning Bolt" and "Storm Shield" (grants resistance to electrical damage).
    • Restrictions: Cannot turn undead.
    • Strategy: An offensive cleric focusing on elemental damage. Good for players who want their divine caster to contribute more directly to damage output.

Thief

Masters of stealth, traps, and locks, Thieves are essential for navigating dungeons and disarming dangerous encounters. They excel at scouting, backstabbing, and providing crucial utility.

  • Assassin:
    • Unique Abilities: Gains a potent poison weapon ability (deals damage over time). Increased backstab multiplier.
    • Restrictions: Slower thieving skill progression.
    • Strategy: Focuses on burst damage and debilitating enemies with poison. Excellent for eliminating key targets quickly.
  • Bounty Hunter:
    • Unique Abilities: Can set special "Bounty Hunter Traps" (deal more damage and snare enemies).
    • Restrictions: Slower thieving skill progression.
    • Strategy: Specializes in area control and trap-based combat. Can set up devastating ambushes.
  • Swashbuckler:
    • Unique Abilities: Gains bonuses to AC and to hit/damage every 5 levels. Can achieve Grandmastery in a weapon style.
    • Restrictions: Cannot backstab.
    • Strategy: A combat-oriented thief that can hold its own in melee. Excellent for dual-classing into a Fighter for a powerful, agile warrior.

Bard

Versatile performers, Bards blend arcane magic, thieving skills, and combat prowess with their unique musical abilities. They are excellent support characters and can fill multiple roles in a party.

  • Blade:
    • Unique Abilities: Can use "Offensive Spin" (+2 to hit/damage, +1 attack per round) and "Defensive Spin" (+2 AC, +1 to saving throws). Can achieve Grandmastery in a weapon style.
    • Restrictions: Slower thieving skill progression.
    • Strategy: A combat-focused bard, capable of impressive melee damage and defensive buffs. Often dual-wields.
  • Jester:
    • Unique Abilities: Their "Jester's Song" can cause enemies to become confused or feared.
    • Restrictions: None significant.
    • Strategy: Focuses on crowd control through their song. Can be highly effective at disrupting enemy formations.
  • Skald:
    • Unique Abilities: Their "Skald's Song" provides powerful bonuses to party members (+2 to hit/damage, +2 AC, immunity to fear).
    • Restrictions: None significant.
    • Strategy: The ultimate support bard. Their song provides invaluable buffs to the entire party, making them stronger and more resilient.

Monk

A disciplined martial artist, the Monk relies on unarmed combat and spiritual purity. They gain powerful defensive abilities, elemental resistances, and unique attacks as they level up. Monks do not have kits.

  • Strategy: Monks are excellent tanks and single-target damage dealers, especially at higher levels. Their AC scales with level, and they gain immunities to many debilitating effects. They require careful management of their unique abilities.

Sorcerer

Unlike Mages who memorize spells, Sorcerers have a limited number of spells known but can cast them many times per day. They are pure arcane casters with immense magical output. Sorcerers do not have kits.

  • Strategy: Sorcerers are incredibly powerful due to their spellcasting flexibility. They can adapt to any situation by casting their known spells as needed, rather than being limited by memorized slots. Choosing the right spells to learn is crucial.

Choosing Your Path

The best class and kit for you will depend entirely on your preferred playstyle and what role you envision for your protagonist. Do you want to be an unkillable tank, a stealthy assassin, a master of elemental destruction, or a charismatic leader? Experiment with different combinations, consider the strengths and weaknesses, and remember that Baldur's Gate II offers immense replayability to explore every option. Good luck, adventurer!